Gibs
The torn-off body parts and bloody debris flung out when a game object is destroyed — short for "giblets".
When an enemy dies violently enough, the game swaps its whole model for a swarm of small chunks thrown off with physics or as simple particles. Doom (1993) and especially Quake (1996) made gibbing a signature: enough damage ("overkill") and the body burst instead of merely falling.
Technically it's cheaper than it looks — the chunks are short-lived throwaway objects with no AI, usually with a hard cap on how many may exist at once so a massacre doesn't wreck the frame rate. Where ragdoll gives a believable death, gibs give an exaggerated one, and plenty of games pick one or the other as a deliberate stylistic choice.